Apilid Worms (SWG#9, page 77)
Dexterity 3D
Perception 1D
hide 3D+2
search 3D+2Strength 2D+1Special Abilities:Bite: Apilid worms can bite for their Strength +2 in damage.
Blindsight: Apilid worms are blind, and use vibrations to navigate.Move: 8Size: Unlisted (Small)Note: Though listed as a creature, the Apilid Worms seem to be capable of speaking Basic, as well as their own language.

Behemoth From Below (SWG#4, page 50)
Dexterity 1Denergy beam 3D
Perception 1D+1search 2D+2Strength 11Dbrawl 13D+2Special Abilities:Bite: Strength +2D+2 damage.Punch: Strength +1D damage.Energy Beam: 4D damage, range 20/40/80m.Darkvision: The behemoth can see up to 20 meters away in complete darkness.Lightsaber Vulnerability: Damage rolls from lightsaber attacks are doubled against the behemoth. In addition, any lightsaber attack roll where the wild die results in a "6" causes the creature to explode if a Wounded (or better) result is achieved. If the behemoth explodes, all targets within 20 meters of it take 4D of energy damage.Move: 6Size: Unlisted (gargantuan)

Blastail (SWG#4, sidebar, pages 55 and 57)
Dexterity 3D+2tail bulb 4D+2Perception 3D+2hide 5D+2
search 6D+1
sneak 5D+2Strength 2D+1climbing/jumping 3D+2Special Abilities:Claws: Do Strength +2 damage.Bite: Does Strength +1D damage.Tail Bulb: The blastail can hurl its tail bulb once every 1D days, with a range of 4/8/16. If the blastail hits with its tail bulb, the target is blinded for 1D+2 rounds.Disease: Any creature or character scratched or bitten by a blastail must succeed in a Difficult Strength roll or come down with a mild infection 4D hours later. The effects of the disease reduce the creature or character's Strength code by +2 pips initially, and the Strength code is reduced by an addition 1D pips one day later. The lost Strength points return at a rate of 1 per day once the infection has run its course.Move: 15Size: 1-1.2 meters long

Gasnit (SWG#6, pages 79-80)
Dexterity 2D
Perception 2D+2search 6D+1
sneak 3D+1Strength 8DSpecial Abilities:Bite: Does Strength +1D+1 damage.
Claws: Do Strength +1D damage.
Darkvision: Gasnits can see up to 20 meters in total darkness.Heat Resistant: Any heat-based attacks made against a gasnit have their damage rolls reduced by 10 points. If this reduces the total damage below 0, then the shot is considered to have done no damage. Additionally, gasnits suffer no ill effects from hot environments.
Keen Vision: If hunting during daylight hours, a gasnit receives a +1D bonus to Search skill rolls.
Low Light Vision: A gasnit can see twice as far as a normal human in poor lighting conditions.Poison: If bitten by a gasnit, a character must succeed at a Very Difficult Strength check. Failure indicates that the character takes 5D damage from the gasnit's venom.
Poison Immunity: Gasnit are immune to most poisons.
Wings: Do Strength +2 damage.Move: 6 (ground), 20 (fly)Size: Unlisted (Huge)

Gorryl (SWG#4, sidebar, page 58)
Dexterity 1D
Perception 2Dhide 3D+2
search 4DStrength 1D+1climb 3D
envelop 3D+1Special Abilities:Swallow Whole: If a gorryl makes a successful envelop attack against a man-sized or smaller creature (treat this like a brawling attack), it will swallow the target whole if its next attack is successful. Swallowed characters suffer 2D+2 damage each turn from acid each round until they are digested or are somehow freed.Move: 2Size: 1.5-2.5 meters long

Gulletbeast (SWG#7, sidebar, page 35)
Dexterity 1D
Perception 1Dsearch 5D+2Strength 5D+2swimming 10DSpecial Abilities:Capital Scale: Gulletbeasts are considered capital-scale insofar as damage (and Strength) is concerned. Apply the Strength attribute as capital-scale damage, and use the Strength die code when rolling to hit with a bite.
Swallow Whole: Any successful bite attack made by a gulletbeast swallows its target(s) whole. A gulletbeast can swallow up to 6 trawler-sized vessels at a time. A swallowed target suffers 4D of (capital-scale) acid damage per round. A gulletbeast's bite attack has a maximum attack radius of 100 meters (depending on the size of the beast), and any target within 50 meters of the center is not allowed a Dodge roll to avoid the attack. A target 50 meters to 100 meters from the center can attempt to evade, but at -3D to their skill roll.Move: 90 (swim)Size: ¾ of a kilometer long, 200 meter wide mouth

Kashyyyk Flame Beetles (SWG#4, sidebar, page 83)A single flame beetle does a minimal amount of explosive damage in a .25 meter area when it explodes. Swarms pose the real danger. For every seven beetles in an exploding swarm, add +1 pips to the swarm's explosive damage (rounding up) and .25 meters to the explosion's diameter. This means that a swarm of 100 beetles will do 5D of damage in a 3.75meter diameter area.

Nashtah (SWG#8, page 93; AA, page 38)
Dexterity 3D+2
Perception 5Dsearch 6D
search: tracking 6D+2Strength 4Dclimbing/jumping 7DSpecial Abilities:Barbed Tail: Does Strength +2 damage.Bite: Does Strength +1D damage.Claws: Do Strength +2 damage.Exceptional Reflexes: Nashtah gain a +1D bonus to all Perception rolls made to determine initiative.Leap Attack: A nashtah can leap at a target up to 10 meters away while attacking with each of its six claws. Treat this like a ranged attack (range: 1-3/6/10), with the nashtah's jumping skill rolled to determine a hit. If successful, the nashtah can make six claw attacks against the same target, subtracting -1D for the first two attacks, -2D for the second two, and -3D for the last two. The nashtah can do nothing else in that round, including dodge.Move: 20Size: 1.5 meters long.

Nerfs (SWG#6, page 79; AA, pages 39-40)
Dexterity 3D+2spit 4D+1Perception 2D+1
hide 4D+2Strength 2D+2Special Abilities:Bite: Does Strength +2 damage.Head Butt: Does Strength +2 damage.Kick: Does Strength +2 damage.Low Light Vision: A nerf can see twice as far as a normal human in poor lighting conditions.Spittle: If irritated, there is a 3 in 6 chance that a nerf will spit a foul-smelling saliva at targets up to ten meters away (range: 1-3/6/10). Nerf spit emits a foul odor, and is impossible to wash entirely from clothing. Anyone struck by nerf spittle suffers a penalty of -1D to actions involving personal interaction until washed and the offending article(s) of clothing are removed.Move: 12Size: 1 meter long and 0.5 meters tall.Orneriness: 2D

Netcaster (SWG#4, sidebar, pages 60-61)
Dexterity 3D+2dodge 4D+1
throw webbing 7DPerception 2D+2search 5D+2
sneak 6DStrength 3D+1climbing/jumping 6D+2Special Abilities:Bite: Strength +2 damage.Venom: If a netcaster's bite attack inflicts more than a wound level of damage, the victim must make a Very Difficult Strength check. Failure indicates the victim is completely paralyzed. In addition, the victim takes 7D poison damage if it is a mammal, or 4D+2 poison damage if it is not a mammal.Webbing: The netcaster can hurl a bundle of webs up to ten meters away (normal Dodge rules apply), and this bundle covers an area equal to 2 meters in diameter. While stuck in webbing, a character is -2D to Dexterity (and all Dexterity-based actions), and cannot move. The webbing can be broken with a Very Difficult Strength check.Move: 14 walk, 14 climbSize: 75 centimeters

Oswaft, Adult (SWG#5, sidebar, page 75)
Dexterity 2D+2
maser beam 4DKnowledge 4Dscholar: games 4D+1, scholar: ThonBoka 6D+1, survival 4D+2Mechanical 3D+1astrogation 5D+1, capital ship pilot (themselves) 6DPerception 3Dpersuasion 4D+2Strength 1D (Capital-scale)
Technical 4D+1first aid 5D+1, simple matter alteration/creation 6DSpecial Abilities:Bite: Does Strength +2 damage (Capital-scale). If the oswaft's attack roll exceeds the to-hit number by more than 10, it has swallowed the target whole. Oswafts can only swallow starships that are less than 250 meters in size. Swallowed ships automatically suffer the oswaft's bite damage each round unless they can escape. Use the oswaft's pilot skill roll when biting.Darkvision: Oswafts can see up to 20 meters in total darkness.Can Survive in Vacuum: Oswafts live in the vacuum of space.Capital Scale: Due to their size, adult oswaft are considered to be Capital scale for the purposes of taking and inflicting damage. They have a Space movement rating of 1.Maser Beam: Does 6D damage (Capital-scale), range: 1-5/20/40.Microwave Manipulation: Oswaft manipulate microwave energy in order to bend space and time, which allows them to travel through hyperspace as a starship with a x2 hyperdrive. They can also focus microwaves into a maser beam (see Maser Beam), transmit to and receive signals from standard electronic communications gear, and change the molecular structure of matter in order to create simple compounds.Space: 1Size: Elder oswaft have a wingspan nearly a kilometer wide.

Sith Familiar (SWG#5, pages 63-64)
Dexterity 5D
Perception 2D+1hide 5D, search 4D+1, sneak 3D+2Strength 0D+2
Control 3DForce Powers: Enhance Attribute.
Special Abilities:Alchemically Created: A Sith familiar can be created by following the instructions written on Sith scrolls, or contained in a Sith holocron. This requires 10,000 credits worth of materials, an alchemical apparatus (see the Dark Side Sourcebook), and a Very Difficult Alter roll when using the Alchemy Force skill.Bite: Does Strength +2 damage.Claws: Do Strength +1 damage.Force Conduit: The master of a Sith familiar can use certain Force powers as if she were are the familiar's location. These powers include Enhance Attribute, Force of Will, Illusion, Life Detection, Magnify Senses, Projective Telepathy, Receptive Telepathy, Sense Force, Sense Force Potential, and Telekinesis. Additionally, the familiar's master can use Affect Mind, Create Force Storms, Hatred, Memory Wipe, or Waves of Darkness as if he were at its location, but this has a 3 in 6 chance of destroying the familiar.Force Resistance: Sith familiars are resistant to Force powers that utilize the Sense skill, and receive a +3D bonus to any Perception or Control rolls made to resist these powers. Any Sense powers used against a Sith familiar that do not grant a resistance roll have their Sense difficulty increased by +10.Force-Sensitive: Sith familiars are Force-sensitive.Move: 4 (ground), 15 (fly)Size: 0.5 meter wingspan

Sith Warbird (SWG#5, page 63)
Dexterity 3Dbeak attack 3D+2Perception 2DStrength 6D+1climbing/jumping 7DSpecial Abilities:Battle Harness:A Sith warbird equipped with a battle harness can accommodate a rider. A battle harness provides the warbird with armor, which grants +2D to the warbird's Strength rolls to resist damage. In addition, the harness is equipped with a cockpit that provides ¾ cover to the rider, special reins that add a 1D bonus to the riders Beast Riding skill rolls, and a mounted blaster cannon (use statistics for an E-Web blaster, see SWD6, pages 231, 233, and 263).Beak: Does Strength +1D+1 damage.Trample: Does Strength +1D damage.Move: 10Size: 6 meters tall, 10 meters long

Skreev/Dxunian Raptor (SWG#3, page 26)
Dexterity 2D+2
Perception 2Dsearch 8D+2
search: tracking 7D+1
sneak 6D+2 (while in flight only)Strength 4D+2Special Abilities:Armor: The skreev's natural armor grants it a +1D+1 bonus to Strength rolls to resist damage. Flight: A skreev can fly at a move rating of 10.Low-Light Vision: A skreev can see twice as far as a human in dim light.Death From Above: A skreev gains +2D to hit and damage when performing a dive attack.Bite: Strength +1D damage.Claws: Strength +1D damage.Clumsy on the Ground: A screev cannot attempt to Sneak while on the ground.Move: 4Size: 20 meter wingspan

Snake, Corrupted (SWG#5, page 63)
Dexterity 2D+2
Perception 2D+2hide 4D+2
search 6D
sneak 6DStrength 7D+2Special Abilities:Bite: Does Strength +1D+2 damage.Constrict: The corrupted snake can attempt to constrict a foe. It must first make a successful Brawling skill roll to grab its opponent, after which it must succeed in an opposed Strength check. If successful, it inflicts its Strength rating in damage each turn until the victim breaks free or dies.Exceptional Reflexes: Corrupted snakes gain a +1D bonus to all Perception rolls made to determine initiative.Poisonous: The venom of a corrupted snake is similar to Sith poison (see the entry on Sith poison in the Dark Side Sourcebook conversion file), with the exception that only a single Willpower or Control roll need be made to purge the venom from a character's system. This venom can be milked from a subdued corrupted snake, but requires a Difficult Beast Riding (or similar animal-handling) skill roll. For each five points the difficulty number is exceeded on this roll, one additional dose of venom is extracted. A complication on this roll indicates that the would-be milker has been bitten.Move: 8Size: 10 meters long

Syren Plant (SWG#4, sidebar, page 62)
Dexterity 2D+1
Perception 1D+1hide 5D+1
search 3D+1Strength 7DSpecial Abilities:Bite: Does Strength +1D damage.Constriction: If a syren plant makes a successful bite attack against a creature in its maw, it begins to constrict for its Strength code in damage each turn.Pheromones: The syren plant uses pheromones to attract prey, although the article presents no rules for this aspect of the plant, nor does it indicate whether sentient creatures would be affected, and thus attracted, by the pheromones.Move: 0 (stationary)Size: 6-7 meters tall, 6 meters across

Vaynai Pollinators Swarm (SWG#8, page 94)Dexterity 4D
Perception 1D
search 3DStrength 1D+2Special Abilities:Sting: The collective sting from the swarm, if successful (use the swarm's Dexterity roll for the attack), is painful. Anyone successfully stung must make a Moderate difficulty Strength check, or suffer 3D+2 damage from the swarm's venom.Swarm: Treat the entire swarm as a single creature. All damage done to the swarm is reduced by 15 points before being applied. When reduced to Incapacitated (or worse), the swarm will retreat.Move: 15 (flying)Size: Medium-sized (the swarm, not the individual insects)

Webweaver (SWG#4, page 63)
Dexterity 2D+1
Perception 3D+1search 6DStrength 8D+2brawl 9D+2
climbing/jumping 16DSpecial Abilities:Bite: Does Strength +2D+2 damage.Webs: Any creature that touches a webweaver's webs is considered ensnared, and can take no actions other than attempting to free itself. To break free, an ensnared character must make a Heroic level Strength check. The webs themselves are almost impossible to cut (Strength of 6D to resist damage), and any physical item used to cut them (knife, sword, vibroaxe, etc.) instantly becomes ensnared as well. Any ship or vehicle snared by a web can only break free by making a Heroic Hull check, with a bonus based on its scale (ie, speeder-scale vehicles add 2D, walker-scale vehicles add 4D, starfighter-scale vehicles add 6D, etc).Terrifying Presence: When a webweaver initially attacks, any creature facing it must make a Difficult Willpower check. If the Willpower roll is failed, the creature must use its next action to either move OR attack. If the check is failed by more than 10 points, the creature can do nothing but cower. The creature may attempt a Moderate Willpower check each turn to stop cowering.Move: 23 walk, 14 climbSize: 16 meters